when more than zero, projectiles from this weapon will delay guided settings by this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordguideddelay2<milliseconds>

when more than zero, projectiles from this weapon will delay guided settings by this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordheadmin1<#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordheadmin2<#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordhithairtex<#undocumented#>

#undocumented#

string variable

crosshairs/simple-02-hit

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

swordhitpush1<value>

determines the amount of pushback from getting hit by this shot

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordhitpush2<value>

determines the amount of pushback from getting hit by this shot

float variable

100.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordhitvel1<#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordhitvel2<#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordinteracts1<#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordinteracts2<#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordkickpush1<value>

determines the amount of pushback from shooting each firing action

float variable

-15.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordkickpush2<value>

determines the amount of pushback from shooting each firing action

float variable

-30.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordlaser<value>

determines if this weapon has a laser pointer which is projected to the point where the player is aiming

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordlightcol1<#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFC..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordlightcol2<#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFC..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordlightpersist<#undocumented#>

#undocumented#

variable

1

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordlightradius<#undocumented#>

#undocumented#

float variable

8.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordliquidcoast1<value>

multiplier of velocity for a projectile of each firing action when in liquid

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordliquidcoast2<value>

multiplier of velocity for a projectile of each firing action when in liquid

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordmodes<sum>

determines the modes in which this weapon is allowed or disallowed; conveniently set as a sum of $modebit* vars, positive sum: allow this weapon if one of the declared modes is selected, negative sum: disallow this weapon if one if the declared modes is selected

variable

-64

-127..127

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordmuts<sum>

determines the mutators in which this weapon is allowed or disallowed; conveniently set as a sum of $mutsbit* vars, positive sum: allow this weapon if one of the declared mutators is selected, negative sum: disallow this weapon if one of the declared mutators is selected

variable

-56

-131071..131071

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordname<#undocumented#>

#undocumented#

string variable

sword

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordobitheadless1<#undocumented#>

#undocumented#

string variable

sliced in half

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordobitheadless2<#undocumented#>

#undocumented#

string variable

sliced in half

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordobitobliterated1<#undocumented#>

#undocumented#

string variable

sliced in half

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordobitobliterated2<#undocumented#>

#undocumented#

string variable

sliced in half

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordobitsuicide1<#undocumented#>

#undocumented#

string variable

created too much torsional stress

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordobitsuicide2<#undocumented#>

#undocumented#

string variable

created too much torsional stress

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordobituary1<#undocumented#>

#undocumented#

string variable

impaled

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordobituary2<#undocumented#>

#undocumented#

string variable

impaled

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpartblend1<#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpartblend2<#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpartcol1<colour>

determines the colour of a projectile from this weapon

variable

0x4040F0

0xFFFFFFFC..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordpartcol2<colour>

determines the colour of a projectile from this weapon

variable

0x4040F0

0xFFFFFFFC..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordpartfade1<#undocumented#>

#undocumented#

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpartfade2<#undocumented#>

#undocumented#

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpartlen1<value>

determines the maximum tape particle length of a projectile from each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpartlen2<value>

determines the maximum tape particle length of a projectile from each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpartsize1<value>

determines the maximum particle size of a projectile from each firing action

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpartsize2<value>

determines the maximum particle size of a projectile from each firing action

float variable

1.25

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordparttype1<value>

determines the type of projectiles this weapon shoots

variable

2

0..11

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordparttype2<value>

determines the type of projectiles this weapon shoots

variable

2

0..11

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxdelay1<#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxdelay2<#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxdist1<#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxdist2<#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxtime1<#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxtime2<#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxtype1<#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxtype2<#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordradial1<milliseconds>

determines the time between ticks of "continuous" radial damage, starts counting from first "radiation"

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordradial2<milliseconds>

determines the time between ticks of "continuous" radial damage, starts counting from first "radiation"

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordradius1<value>

determines the size for a projectile of each firing action

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordradius2<value>

determines the size for a projectile of each firing action

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordrays1<value>

the amount of projectiles spawned from one shot of each firing action

variable

1

0..256

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordrays2<value>

the amount of projectiles spawned from one shot of each firing action

variable

1

0..256

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordreflectivity1<angle>

guard angle for a projectile of each firing action when doing a bounce event

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordreflectivity2<angle>

guard angle for a projectile of each firing action when doing a bounce event

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordrelativity1<value>

multiplier of player velocity added to a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordrelativity2<value>

multiplier of player velocity added to a projectile of each firing action